/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, 
 * MA  02110-1301, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.aionemu.gameserver.ai;

/**
 * @author Mr. Poke
 *
 */
public enum CtrlEvent
{
	/** Something has changed, usually a previous step has being completed
	 * or maybe was completed, the AI must thing on next action
	 */
	EVT_THINK,
	/** The actor was attacked. This event comes each time a physical or magical
	 * attack was done on the actor. NPC may start attack in responce, or ignore
	 * this event if they already attack someone, or change target and so on.
	 */
	EVT_ATTACKED,
	/** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
	EVT_AGGRESSION,
	/** An event that previous action was completed. The action may be an attempt
	 * to physically/magically hit an enemy, or an action that discarded
	 * attack attempt has finished. */
	EVT_READY_TO_ACT,
	/** The actor arrived to assigned location, or it's a time to modify
	 * movement destination (follow, interact, random move and others intentions). */
	EVT_ARRIVED,
	/** The actor arrived to an intermidiate point, and needs revalidate destination.
	 * This is sent when follow/move to pawn if destination is far away. */
	EVT_ARRIVED_REVALIDATE,
	/** Forgets an object (if it's used as attack target, follow target and so on */
	EVT_FORGET_OBJECT,
	/** Attempt to cancel current step execution, but not change the intention.
	 * For example, the actor was putted into a stun, so it's current attack
	 * or movement has to be canceled. But after the stun state expired, the
	 * actor may try to attack again. Another usage for CANCEL is a user's
	 * attempt to cancel a cast/bow attack and so on.
	 */
	EVT_CANCEL,
	/** The character is dead */
	EVT_DEAD,
	/** The character finishes casting **/
	EVT_FINISH_CASTING
}
